tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on May 17, 2017 7:40:47 GMT -8
Here's a (draft) document by Dawit Thepchatree which summarizes some key points in GM-ing Dungeon World (and by association, many PbtA games). Out in social land not everyone agrees with some of the thrust of the article, but I think it hits many of the right marks, and lays out a successful approach to this game (as opposed to approaching DW in a way that tries to get it to do something it isn't designed to do, for example approaching it like a traditional RPG with initiative and back-and-forth combat, or a thoroughly pre-designed world). Thought RudeAlert and others might find this useful... drive.google.com/file/d/0B_JdH0Si6SYca1k1WjhYNU5JaGs/view(And FYI this is a draft only... and some folks already have great criticisms of some aspects of it out in G+, so maybe I'm jumping the gun sharing it here)
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Post by Monkeyfun Dave on May 17, 2017 11:05:14 GMT -8
PBTA criticism. I'm shocked. Shocked, I tell you.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 17, 2017 22:41:29 GMT -8
I could see some quibbles with certain things cropping up, but overall I feel this captures the intent of DW (even some of its writing style. Had I not known who had written this, I could confuse it for being in the book.)
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Post by vyrrk on May 17, 2017 23:11:50 GMT -8
This helped me a lot. I'm trying to wrap my head around Masks to GM for my friends, but PbtA is so different I'm having a hard time.
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on May 18, 2017 4:36:11 GMT -8
The two biggest realizations that helped my run PbtA games were:
1) The GM moves are things we GMs are often ready doing, just presented in a way I hadn't seen before.
2) If the GM doesn't make GM moves, the player characters have nothing to react to, and so don't trigger moves. If moves aren't triggered, the fiction isn't advancing, and the GM has nothing to react to. The game enters this death spiral of nothing happening. So, the GM really should not be afraid to make things happen.
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